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Class Improvement - Eliotrope

By [Ankama]DOFUS - ADMIN - February 20, 2019, 17:59:04
This topic is intended to gather your ideas and suggestions on improvements to the Eliotrope class.
Please, keep in mind that class balancing focuses on both PvP and PvM at once.
First Ankama intervention
The accompanying graphic allows us to view the results of this first survey for the Eliotrope class.
  • Dommages - Damage
  • Survie (soin, protection, et tanking) - Survival (healing, protection, and tanking)
  • Amélioration - Improvements
  • Placement - Placement
  • Entrave - Debuffer
  • Vision actuelle - Current vision
  • Vision idéale - Ideal vision

In red, you can see the ideal vision you have for each class role. The blue profile presents the current vision and feeling in the game.

Like most classes, Eliotropes have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect.

It is noted, however, that you feel that the class seems to be far too powerful, particularly in terms of its survival skills, and its capabilities concerning improvements and preventing movement.

This is part of the information we'll take into account when balancing classes. Your comments will also help us to put the diagram into perspective by providing us with a more-concrete vision that is closer to the in-game reality.
We'd also like to remind you that in order to solve perception divergences, nerfing and upping aren't the only tools we have at our disposal.

You can see the class comparison on the main topic.
See message in context
Reactions 25
Score : 194
Having interruption at a lower level would be a nice change seeing how important it feels
1 0
Score : 154
I think the Coalition needs a buff, increasing of its duration by 1 turn would be nice.
Also Affront is a questionable spell, but i'm not sure what to do with it.
Bring this tremendous damage on Cha spells back :unsure:
1 -2
Score : 709
Snub should only be able to be cast once per target per turn, 2x snub can immediately debuff Sacrifice from a Sacrier or Plastron/Scudo/Trance from an Eliotrope which is way too strong given it has decent damage to go with it.
1 -2
The accompanying graphic allows us to view the results of this first survey for the Eliotrope class.
  • Dommages - Damage
  • Survie (soin, protection, et tanking) - Survival (healing, protection, and tanking)
  • Amélioration - Improvements
  • Placement - Placement
  • Entrave - Debuffer
  • Vision actuelle - Current vision
  • Vision idéale - Ideal vision

In red, you can see the ideal vision you have for each class role. The blue profile presents the current vision and feeling in the game.

Like most classes, Eliotropes have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect.

It is noted, however, that you feel that the class seems to be far too powerful, particularly in terms of its survival skills, and its capabilities concerning improvements and preventing movement.

This is part of the information we'll take into account when balancing classes. Your comments will also help us to put the diagram into perspective by providing us with a more-concrete vision that is closer to the in-game reality.
We'd also like to remind you that in order to solve perception divergences, nerfing and upping aren't the only tools we have at our disposal.

You can see the class comparison on the main topic.
Score : 128
Question one:

When exactly was this "survey" and why did someone running nearly 20 Eliotropes across four severs not hear about it?

Statement one:
I think most of this is rubbish, pure and simple. It is a function of too many decisions which should be made *BY THE PLAYERS*  being made in the name of someone's (who exactly?) concept of "game balance," that ever-elusive cup of liquid  impossibility that is used more and more to *Narrow* player creativity, rather than to *Broaden* it.
Your goal seems to be balancing more and more angels on the heads of fewer and fewer pins.
If you want to be anything approaching "fair" about this, The PLAYERS* should see graphs like this one *AT THE TIME OF CHARACTER CREATION FOR THEIR CHOSEN RACE* Not as some bolt from the blue  after some transubstantial mystic "survey" after which we will once again feel the goalposts move once more beneath our feet after the lines on the playing field has been drawn to us.
The character creation interface is in DIRE need of modernization but the creation and leveling *Stats* are also in need of the same makeover.
But you seem so determined to pre-define each race and each role, that you do so with a shovel, while the players are left to move mountains with a teaspoon rather than a shovel.

There is a reason I run 20 characters across four servers, and that I pay for the enjoyment of doing so. When someone tells me that Eliotropes can't "Tank" for example, I make it my personal quest to not only prove them wrong but to "push" the envelope" on this game, just as far and as hard as I can.
Because the only one who will tell me that I cannot create something will be *ME* You have a right to tell me where some limits are, but within those limits, and even right up to their boundaries, you have to let creative *players* be just like the fine folks at Ankama, and be creative.

The overarching problem I see here is that every time someone complains about those limits" your grand solution seems to constrict the limits, and drain creativity from the character process You keep making the creative space narrower. Soon, 20 characters or just one, there will be no place left to move. and what happens to the game, and the fun, when no one can move or grow?
5 -6
Score : 17
How the hell is ''debuffer'' so insignificant on the graph? They're one of a handful of classes which can unbewitch a single player twice per turn, which in my opinion Snub should be changed to -1 effect per turn, otherwise you've got eliotropes hitting from 1 side of the map to the other, unbewitching a target twice whilst dealing 1600 damage at least, with many other 3 AP spells to finish off the target.
1 -1
Score : 1
I believe people have voted Elio's so low on debuffing because they can't do a great deal in reducing stats etc. of enemies - there are many other classes that can heavily influence a fight solely via ap/mp/stat reduction.

Elio's can MP or Range rape, and using Focus variant reduce damage by 20%, but they are still not brilliant at debuffing overall. Their key uses tend to be healing/hitting/placement, which the survey (that did take place, even if Silvermane didn't bother to respond to it) clarified.
0 0
The class is popular for its fun gameplay, viability and tricky difficulty. In PvP, only the water mode is seen as weaker than the others.

In the forums:
A lot of comments were made on the class, which is seen as very useful and complementary to the other classes. Many of you brought up the issue of healing, finding it too high.
Score : 219
i'm to dumb to play this class
2 0
Score : 212
elio powerfull is balanced with player skill.... if the player play good elio can do a great damage otherwise you waste your turn or you lose your advantage even there are a lot strategys for counter him.... no reason to nerf a class that deal damage only if played good, if you nerf elio you will frustrate those type of player that see low damage even when play good....
7 0
Score : 827
I definitely agree with this. I don't think their damage should be nerfed at all. I just think the healing should be toned down just slightly. Especially since the healing doesn't require THAT much skill to pull off and can heal a lot. 
4 0
Score : 73
Community always want's to nerf some classes, that are hard to play, but efficient if played right.
They want to play sacrier with 3 buttons, and be able to win vs xelors/eliotropes, that are learning tactics for months to be viable.

That is not right. Skillfull players must get their reward.
8 0
Score : 2040
Change the look of the Totem
5 0
Score : 33
Snub need nerf definitely - Effect duration skills absolutely powerfull aganist some classes .. Iop- Sacri etc  
0 0
Score : 16
I wish we could see portal routing if the portals are neutralized or interrupted. Thanks!
1 0
Score : 43
why move ridicule to 190?
1 0
Score : 731
In my opinion Insult needs a rework. It has 1 range and to compansate this has a high damage, so far so good. But -lock literally means nothing for an agi eliotrope. I believe the older version (healing) was op but this version is kind of useless. 
0 0
Score : 29
Eliotrope made me get back into dofus. For a class that relies more on skill than other classes, it is fairly balanced. I wouldn't mind seeing slight damage increase though because I feel setting up great tactics are not as rewarding so to offset this I would be willing to sacrifice some healing. If a buff like that is too much to ask then I would say make the portals easier to use such as allowing the player to choose which portal a spell will come out of while maintaining the casting position mechanics. Anyone who would disagree with this doesn't know how depressing it is when you want to show off a cool combo, but its overshadowed by the guy who hits twice as much damage from across the map with a 1-2 turn setup. Make hard classes more rewarding.
2 0
Score : 670
This is ridiculous, this is the only class i can't hold in gravity glyph and have absolutely no way of catching, because they can go to the other side of the map in 1 turn. How can you possibly counter that?
0 0
Score : 1324
You can say the same for Ecaflip (Redistribution) | Xelor ( Temporal Instability) | Masq (Ardour) | Panda (Stabilisation).

As a Feca (which I think you are), vsing a Xelor you can't catch him either while he also does damage and "goes to the other side of the map in 1 turn". Ecaflip is even a worse matchup for you, they can just erode a Feca and outsustain you and win the fight even if takes some time.
0 0
Score : 136
They can reach wherever they want, they can hit around +3k other side of the map and then close the portals. They can hit as much as Iops. They can heal around 1k also. How do u believe that this class is balanced ?
1 0
Score : 1324
You need to play it to know how much the class can do.

It's not as easy as it seems.
2 0
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